Files
FlaxEngine/Source/Shaders/Editor/QuadOverdraw.hlsl
2022-06-28 14:41:29 +02:00

49 lines
1.3 KiB
HLSL

// [Quad Overdraw implementation based on https://blog.selfshadow.com/2012/11/12/counting-quads/ by Stephen Hill]
#ifndef __QUAD_OVERDRAW__
#define __QUAD_OVERDRAW__
RWTexture2D<uint> lockUAV : register(u0);
RWTexture2D<uint> overdrawUAV : register(u1);
RWTexture2D<uint> liveCountUAV : register(u2);
void DoQuadOverdraw(float4 svPos, uint primId)
{
uint2 quad = svPos.xy * 0.5;
uint prevID;
uint unlockedID = 0xffffffff;
bool processed = false;
int lockCount = 0;
int pixelCount = 0;
for (int i = 0; i < 64; i++)
{
if (!processed)
InterlockedCompareExchange(lockUAV[quad], unlockedID, primId, prevID);
[branch]
if (prevID == unlockedID)
{
if (++lockCount == 4)
{
// Retrieve live pixel count (minus 1) in quad
InterlockedAnd(liveCountUAV[quad], 0, pixelCount);
// Unlock for other quads
InterlockedExchange(lockUAV[quad], unlockedID, prevID);
}
processed = true;
}
if (prevID == primId && !processed)
{
InterlockedAdd(liveCountUAV[quad], 1);
processed = true;
}
}
if (lockCount)
{
InterlockedAdd(overdrawUAV[quad], 1);
}
}
#endif